heavily disagree. they repeatedly buffed MA sin since d2r launch because they can see how many people play it, and its not many. the entire tree was awful to play, even if some builds were technically viable through hell. that’s because you spent 80% of your time “generating” and 20% of your time “spending”. MA sin is not just the basic generator/spender formula that most modern arpgs have nowadays, and trying to make the 1:1 equivalency is fallacious. you aren’t guaranteed to generate on attacks and you have to generate successfully 3 times to spend once. yes, each successful finishing move will spend 1 charge. but dragon talon hits repeatedly, dragon claw hits twice, and dragon flight and dragon tail are worse than normal attack for an elemental build. thus, normal attack becomes best. you generate 3 times, spend 1, generate 1, spend 1, generate 1. the downside is her generator attack has to successfully land to actually generate, so its not quite 50/50 but close to.
but then issue is skill balance. if you have to generate in between each cast, the charges need to be roughly twice as powerful as a normal spell would be. this is because you need to maintain the same relative power for the build to feel viable (if its effective power is less than a stereotypical caster, why play it?). fireball sorc doesnt have to generate, only spend. thus, assassin needs compensation. additionally, shes melee ranged. fortunately her kit already has good survivability tools, so she doesnt need anything absurd here. but that survivability comes by in part from using more than one charge-up skill at a time, which expontentially increases how clunky her playstyle is without the current non-consume mechanic. if you try to maintain two charge-up skills with normal attack finisher, you now generate 66% of the time and spend 33% of the time. if you use dragon claw instead of normal attack, its now generate 75% and spend 25%.
and the build is clearly designed to run multi-charge-up. otherwise they wouldve just prevented that possibility from the beginning… like burst of speed will replace fade and vice versa.
you can’t mechanically improve her skills around the generators because then you make the finishers pointless to use. IE generating executing the charge that generated without spending it. now you literally should never use a finishing move, as youll always generate and execute on the third charge, which is effectively what we have now but only using normal attack animation instead of finishing skills (even better on the elemental ones, they generate twice in a swing and execute everything below them). not a good way to improve the build.
and then theres simply no way to improve finishing skills to make you spend more often than you generate. make finishing skills too good and youll spend more time generating. make them worse and nobody will use them and only prefer normal attack to finish.
thus, something had to be done to change the mechanic regarding charges being spent. i think the mosaic way was not a good way, but they were at least on the right track. it just so happens to be that the martial arts kit is extremely overloaded because its original design was built around generating more than spending. of course, permanently having all 6 charges is bad. we went from way too bad to way too good in one change. the generator mechanic was removed entirely (except to prebuff, effectively), and i think thats bad.
you can certainly improve the payoff to spending by buffing the absolute hell out of charge-up skills. but some of the charge up skills are not mechanically balanced for the endgame. cobra strike is overwhelmingly overtuned, but on its own its awful. all the skills suck and are underpowered pre-mosaic generate/spend ratio and theyre all extremely overtuned post-mosaic generate/spend ratio. either they need to find a way to modify the generate/spend ratio (impossible with the current mechanic, RNG charge loss makes the build worse than it was before) or nerf the skills to compensate (complex issue, makes MA sin even worse pre-mosaic, which is not a good way to balance the game either)
thus, my mountain post suggesting a blend of nerfing the generate/spend ratio slightly and nerfing the skills somewhat aggressively: Mosaicsin Balance Suggestions [A Dissertation]